当前位置: X-MOL 学术Addict. Behav. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Korean validation of the Motives for Online Gaming Questionnaire: Focusing on its factor structure and incremental validity
Addictive Behaviors ( IF 3.7 ) Pub Date : 2021-06-13 , DOI: 10.1016/j.addbeh.2021.107019
Bin-Na Kim 1 , Hyo Shin Kang 2
Affiliation  

Background and aims

Research has suggested that considering gaming motives can be useful in differentiating between heterogenous online game users. This study validated the Korean version of the Motives for Online Gaming Questionnaire (K-MOGQ) and attempted to reconcile the mixed findings on its factor structure. We also examined the incremental validity of the K-MOGQ beyond the personality variables implicated in Internet gaming disorder (IGD).

Methods

After informed consent, six hundred and forty-one Korean online game users (mean age = 21.49 years) completed a survey package including the K-MOGQ. After exploratory factor analysis (EFA) was conducted, all existing models were compared using confirmatory factor analysis (CFA). A hierarchical regression analysis was conducted to demonstrate the incremental variance explained by gaming motives.

Results

The K-MOGQ demonstrated a satisfactory reliability. The EFA and CFA revealed a six-factor (fantasy, escape, skill development, competition, recreation, and social motives) solution in which the coping factor disappeared from the original seven-factor structure. In addition, the escape and fantasy motives significantly predicted increased IGD symptoms even when introversion, neuroticism, and impulsivity were controlled for.

Discussion and conclusions

Our results indicate that the K-MOGQ possesses good psychometric properties for measuring the motivational basis of online gaming in Korean-speaking populations. Furthermore, escape and fantasy factors emerged as the most salient motives for IGD symptoms. More research is required to clarify whether a Western–Eastern distinction applies to the factor structure of the MOGQ.



中文翻译:

在线游戏动机调查问卷的韩国验证:关注其因素结构和增量有效性

背景和目标

研究表明,考虑游戏动机有助于区分不同类型的在线游戏用户。本研究验证了韩文版的在线游戏动机问卷 (K-MOGQ),并试图调和关于其因素结构的混合调查结果。我们还检查了 K-MOGQ 在涉及网络游戏障碍 (IGD) 的人格变量之外的增量有效性。

方法

在知情同意后,641 名韩国网络游戏用户(平均年龄 = 21.49 岁)完成了包括 K-MOGQ 在内的调查包。进行探索性因素分析 (EFA) 后,使用验证性因素分析 (CFA) 比较所有现有模型。进行了分层回归分析以证明由游戏动机解释的增量方差。

结果

K-MOGQ 表现出令人满意的可靠性。EFA 和 CFA 揭示了一个六因素(幻想、逃避、技能发展、竞争、娱乐和社会动机)的解决方案,其中应对因素从最初的七因素结构中消失了。此外,即使内向、神经质和冲动得到控制,逃避和幻想动机也显着预测了 IGD 症状的增加。

讨论和结论

我们的结果表明,K-MOGQ 具有良好的心理测量特性,可用于衡量韩语人群在线游戏的动机基础。此外,逃避和幻想因素成为 IGD 症状的最显着动机。需要更多的研究来澄清东西方的区别是否适用于 MOGQ 的因子结构。

更新日期:2021-06-20
down
wechat
bug